PlanetSide 2 Wiki
Page Contents Current As of Patch: 2022-04-05


This article is about the 'auraxium' directive reward weapon. For the debuff, see Havoc (Status Effect).
Havoc
The TR's infamous Havoc Squad popularized this shotgun loadout enough to have it put into production. Primarily used with behind-the-lines galaxy drops to secure CCs, the Havoc can clear rooms and hold points with the best of them.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Shotguns
Fire Rate: 225 RPM
Muzzle Velocity: 300m/s
Effective Range: Short
Fire Modes: Automatic
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Damage[?]
Max Damage:
100x6
600
before 8m
Min Damage:
84x6
504
after 20m
Reload Speed
Short Reload: 2.4s
Long Reload: 3.4s
Ammunition
Magazine Size: 10
Ammunition Pool: 60
Pellet Count: 6
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 3
Recoil[?]
Vertical: 3.2
Horizontal, Min/Max: 0.5/0.5
Horizontal Tolerance: 1.5
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

Havoc API Data

Census LF API source: Havoc API Data

The Havoc is a shotgun available to the Terran Republic. It is unlocked upon completion of the Master Shotguns directive.

The Havoc is an 'auraxium' variant of the FA1 Barrage, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Havoc features an automatic firing mode, similar to the AS16 NightHawk, along with an extension of 3 meters to its maximum damage range and a 25% increase to its magazine size. In exchange, the Havoc suffers from harsher recoil and increased reload speeds.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
RTA Reflex Sight (1x)

49 OR 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)

49 OR 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
DMO (3.4x)

49 OR 30
Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
HDS (3.4x)

49 OR 30
Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios.
TMS (4x)

49 OR 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)

49 OR 30
The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
Barrel
Smart-Choke

49 OR 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

49 OR 100
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL

49 OR 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition

49 OR 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 1.
Slug Ammunition

49 OR 100
The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range.

Damage Fall-off[]

Buckshot:
Stats in green are the weapon's damage assuming all pellets connect at the given range.

  • 100 before 8 meters (600)
  • 91 at 14 meters (546)
  • 84 after 20 meters (504)

Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.

Flechette:
Stats in orange are the weapon's damage assuming all pellets connect at the given range.

  • 100 before 24 meters (500)
  • 91 at 42 meters (455)
  • 84 after 60 meters (420)

Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.

Effectiveness[]

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-8m8-14m14-20m
Infantry Head 222
Torso 2(2)2(2)2(2)
Legs 2(2)3(3)3(3)
Infiltrator Head 122
Torso 2(2)2(2)2(2)
Legs 2(2)2(2)2(2)
Heavy Assault Overshield Head 222
Torso 3(3)3(3)3(3)
Legs 3(3)3(3)4(4)
MAX Head 121314
Torso 17(21)19(23)20(25)
Legs 19(24)21(26)23(28)
Theoretical Time To Kill
Infantry Body part 0m 8m 14m 20m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.267s 0.293s - 0.313s - 0.333s -
Torso 0.267s 0.293s - 0.313s - 0.333s -
Infiltrator Head 0s 0.027s - 0.313s - 0.333s -
Torso 0.267s 0.293s - 0.313s - 0.333s -
Heavy Assault Head 0.267s 0.293s - 0.313s - 0.333s -
Torso 0.533s 0.56s - 0.58s - 0.6s -
MAX Head 2.933s 2.96s - 3.247s - 3.533s -
Torso 4.267s 4.293s 5.36s 4.847s 5.913s 5.133s 6.467s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 8m After 20m
Link=FlashFlash - 13 (on fire @ 10) 15 (on fire @ 12)
Composite Armor 4 - 17 (on fire @ 13) 20 (on fire @ 16)
Link=HarasserHarasser - 33 (on fire @ 26) 39 (on fire @ 31)
Composite Armor 4 - 39 (on fire @ 31) 46 (on fire @ 37)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 20 (on fire @ 16) 24 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 27 (on fire @ 21)
Valkyrie Front/Side/Top/Rear 50 (on fire @ 40) 60 (on fire @ 48)
Bottom 100 (on fire @ 80) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 58 (on fire @ 46) 69 (on fire @ 55)
Bottom 115 (on fire @ 92) 137 (on fire @ 110)
Dervish - 39 (on fire @ 32) 47 (on fire @ 38)
Composite Armor 4 - 43 (on fire @ 35) 51 (on fire @ 41)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-24m24-42m42-60m
Infantry Head 222
Torso 2(2)3(3)3(3)
Legs 3(3)3(3)3(3)
Infiltrator Head 222
Torso 2(2)2(2)3(3)
Legs 2(2)3(3)3(3)
Heavy Assault Overshield Head 233
Torso 3(3)4(4)4(4)
Legs 4(4)4(4)4(4)
MAX Head 141516
Torso 20(25)22(28)24(30)
Legs 23(28)25(31)27(34)
Theoretical Time To Kill
Infantry Body part 0m 24m 42m 60m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.267s 0.347s - 0.407s - 0.467s -
Torso 0.267s 0.347s - 0.673s - 0.733s -
Infiltrator Head 0.267s 0.347s - 0.407s - 0.467s -
Torso 0.267s 0.347s - 0.407s - 0.733s -
Heavy Assault Head 0.267s 0.347s - 0.673s - 0.733s -
Torso 0.533s 0.613s - 0.94s - 1s -
MAX Head 3.467s 3.547s - 3.873s - 4.2s -
Torso 5.067s 5.147s 6.48s 5.74s 7.34s 6.333s 7.933s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 24m After 60m
Link=FlashFlash - 15 (on fire @ 12) 18 (on fire @ 15)
Composite Armor 4 - 20 (on fire @ 16) 24 (on fire @ 19)
Link=HarasserHarasser - 39 (on fire @ 31) 46 (on fire @ 37)
Composite Armor 4 - 47 (on fire @ 37) 55 (on fire @ 44)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 24 (on fire @ 20) 29 (on fire @ 23)
Composite Armor 4 - 27 (on fire @ 22) 32 (on fire @ 26)
Valkyrie Front/Side/Top/Rear 60 (on fire @ 48) 72 (on fire @ 58)
Bottom 120 (on fire @ 96) 143 (on fire @ 115)
Composite Armor 4 Front/Side/Top/Rear 69 (on fire @ 56) 83 (on fire @ 66)
Bottom 138 (on fire @ 111) 165 (on fire @ 132)
Dervish - 47 (on fire @ 38) 56 (on fire @ 45)
Composite Armor 4 - 52 (on fire @ 42) 62 (on fire @ 49)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Infantry Head 23
Torso 3(3)4(4)
Legs 3(3)4(4)
Infiltrator Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Heavy Assault Overshield Head 34
Torso 4(4)5(5)
Legs 4(4)6(6)
MAX Head 1523
Torso 23(28)34(42)
Legs 25(31)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Infantry Head 0.267s 0.283s - 0.6s -
Torso 0.533s 0.55s - 0.867s -
Infiltrator Head 0.267s 0.283s - 0.333s -
Torso 0.267s 0.283s - 0.6s -
Heavy Assault Head 0.533s 0.55s - 0.867s -
Torso 0.8s 0.817s - 1.133s -
MAX Head 3.733s 3.75s - 5.933s -
Torso 5.867s 5.883s 7.217s 8.867s 11s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 17 (on fire @ 14) 25 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 33 (on fire @ 26)
Link=HarasserHarasser - 43 (on fire @ 35) 65 (on fire @ 52)
Composite Armor 4 - 52 (on fire @ 42) 77 (on fire @ 62)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 27 (on fire @ 22) 40 (on fire @ 32)
Composite Armor 4 - 30 (on fire @ 24) 44 (on fire @ 36)
Valkyrie Front/Side/Top/Rear 67 (on fire @ 54) 100 (on fire @ 80)
Bottom 134 (on fire @ 107) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 77 (on fire @ 62) 115 (on fire @ 92)
Bottom 154 (on fire @ 123) 230 (on fire @ 184)
Dervish - 52 (on fire @ 42) 78 (on fire @ 63)
Composite Armor 4 - 58 (on fire @ 46) 86 (on fire @ 69)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the Havoc. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
Havoc
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points

History[]

  • January 12, 2017 Hotfix
    • Max damage from 130@8m to 100@8m
    • Min damage from 50@18m to 84@20m
    • Magazine from 8 to 10
    • Ammo capacity from 48 to 50
    • Long reload from 3.22sec. to 3.54sec.
    • Cone of Fire bloom from 0.5 to 0
    • ADS pellet spread from 2.5 to 2
    • Vertical recoil from 1.3 to 2.8
    • Horizontal recoil from 0.2 to 0.5
    • Horizontal recoil tolerance from 0.4 to 1.5
    • Hipfire recoil recovery rate from 15 to 8
  • March 30, 2022 Update (The Arsenal Update)
    • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
    • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
    • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
    • Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.
    • This weapon is now automatic.
    • Vertical recoil from 2.8 to 3.2
    • Short reload from 2.1sec. to 2.4sec.
    • Long reload from 3.542sec. to 3.4sec.
    • Reserve ammunition from 50 to 60.
    • Dev Note: The adjustments to this weapon are on top of the overall changes to shotguns detailed elsewhere. The main draw of this weapon now becomes the semi-auto stat base being given automatic fire capabilities.
    • Now has access to the Extended Magazine, Smart-Choke, MPL,Slug Ammo and Flechette Ammo.